BIS fnc ambientAnimCombat: Difference between revisions

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| Play set of ambient animations on given unit AND allows the unit to leave the ambient state and engage enemy or move away.
| Play set of ambient animations on given unit AND allows the unit to leave the ambient state and engage enemy or move away.
{{Informative | Animations can be cancelled using {{Inline code|_unit [[call]] '''BIS_fnc_ambientAnim__terminate'''}}.}}
{{Feature | Informative | Animations can be cancelled using {{Inline code|_unit [[call]] '''BIS_fnc_ambientAnim__terminate'''}}.}}


| [unit, animationSet, equipmentLevel, condition, behaviour] call [[BIS_fnc_ambientAnimCombat]]
| [unit, animationSet, equipmentLevel, condition, behaviour] call [[BIS_fnc_ambientAnimCombat]]

Revision as of 01:00, 7 February 2021

Hover & click on the images for description

Description

Description:
Description needed
Execution:
call
Groups:
Ambient

Syntax

Syntax:
Syntax needed
Parameters:
unit: Object - Unit where the animations will be played
animationSet: String - (Optional, default "STAND") The animation set to play. Possible values are:
  • "STAND"
  • "STAND_IA"
  • "SIT_LOW"
  • "KNEEL"
  • "LEAN"
  • "WATCH"
  • "WATCH1"
  • "WATCH2"
equipmentLevel: String - (Optional, default "RANDOM") The equipment level of the unit. Possible values are:
  • "NONE"
  • "LIGHT"
  • "MEDIUM"
  • "FULL"
  • "ASIS"
  • "RANDOM"
condition: Code or String - (Optional, default { false }) condition that if true frees the unit from the animation loop
behaviour: String - (Optional, default "COMBAT") behaviour the unit should go to, when freed. Default "COMBAT"
Return Value:
Return value needed

Examples

Example 1:
[_unit, "STAND", "FULL", { (player distance _this) < 5 }] call BIS_fnc_ambientAnimCombat;

Additional Information

See also:
See also needed

Notes

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